﻿Shader "Custom/NoLightNormal" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Color ("Color", COLOR) = (1,1,1,1)
	}
	SubShader {
		Tags { 
			"RenderType"="Opaque" 
			//"Queue"="Transparent" 
			//"IgnoreProjector"="True" 
			//"RenderType"="Transparent" 
		}
		LOD 200
		
		//Cull Off
		Lighting Off
		//ZWrite Off
		Fog { Mode Off }
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha
		
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag			
			#include "UnityCG.cginc"
			struct appdata_t
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				//fixed4 color : COLOR;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				//fixed4 color : COLOR;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;	
						
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				//o.color = v.color;
				
				float3 dir = float3(50, 50, 0) - o.vertex;
				
				return o;
			}		
				
			fixed4 frag (v2f i) : COLOR
			{
				fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
				return col;
			}
			ENDCG
		}
	} 
	FallBack "Diffuse"
}
